// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include <array>
#include <sstream>
#include <string>
#include <unordered_map>
#include <vector>

#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/Thread.h"
#include "jni/ButtonManager.h"

namespace ButtonManager
{
namespace
{
constexpr char touchScreenKey[] = "Touchscreen";
constexpr std::array<const char*, 143> configStrings{{
    // GC
    "InputA",
    "InputB",
    "InputStart",
    "InputX",
    "InputY",
    "InputZ",
    "DPadUp",
    "DPadDown",
    "DPadLeft",
    "DPadRight",
    "MainUp",
    "MainDown",
    "MainLeft",
    "MainRight",
    "CStickUp",
    "CStickDown",
    "CStickLeft",
    "CStickRight",
    "InputL",
    "InputR",
    // Wiimote
    "WiimoteA",
    "WiimoteB",
    "WiimoteMinus",
    "WiimotePlus",
    "WiimoteHome",
    "Wiimote1",
    "Wiimote2",
    "WiimoteUp",
    "WiimoteDown",
    "WiimoteLeft",
    "WiimoteRight",
    "IRUp",
    "IRDown",
    "IRLeft",
    "IRRight",
    "IRForward",
    "IRBackward",
    "IRHide",
    "SwingUp",
    "SwingDown",
    "SwingLeft",
    "SwingRight",
    "SwingForward",
    "SwingBackward",
    "TiltForward",
    "TiltBackward",
    "TiltLeft",
    "TiltRight",
    "TiltModifier",
    "ShakeX",
    "ShakeY",
    "ShakeZ",
    // Nunchuk
    "NunchukC",
    "NunchukZ",
    "NunchukUp",
    "NunchukDown",
    "NunchukLeft",
    "NunchukRight",
    "NunchukSwingUp",
    "NunchukSwingDown",
    "NunchukSwingLeft",
    "NunchukSwingRight",
    "NunchukSwingForward",
    "NunchukSwingBackward",
    "NunchukTiltForward",
    "NunchukTiltBackward",
    "NunchukTiltLeft",
    "NunchukTiltRight",
    "NunchukTiltModifier",
    "NunchukShakeX",
    "NunchukShakeY",
    "NunchukShakeZ",
    // Classic
    "ClassicA",
    "ClassicB",
    "ClassicX",
    "ClassicY",
    "ClassicMinus",
    "ClassicPlus",
    "ClassicHome",
    "ClassicZL",
    "ClassicZR",
    "ClassicUp",
    "ClassicDown",
    "ClassicLeft",
    "ClassicRight",
    "ClassicLeftStickUp",
    "ClassicLeftStickDown",
    "ClassicLeftStickLeft",
    "ClassicLeftStickRight",
    "ClassicRightStickUp",
    "ClassicRightStickDown",
    "ClassicRightStickLeft",
    "ClassicRightStickRight",
    "ClassicTriggerL",
    "ClassicTriggerR",
    // Guitar
    "GuitarMinus",
    "GuitarPlus",
    "GuitarGreen",
    "GuitarRed",
    "GuitarYellow",
    "GuitarBlue",
    "GuitarOrange",
    "GuitarStrumUp",
    "GuitarStrumDown",
    "GuitarUp",
    "GuitarDown",
    "GuitarLeft",
    "GuitarRight",
    "GuitarWhammy",
    // Drums
    "DrumsMinus",
    "DrumsPlus",
    "DrumsRed",
    "DrumsYellow",
    "DrumsBlue",
    "DrumsGreen",
    "DrumsOrange",
    "DrumsBass",
    "DrumsUp",
    "DrumsDown",
    "DrumsLeft",
    "DrumsRight",
    // Turntable
    "TurntableGreenLeft",
    "TurntableRedLeft",
    "TurntableBlueLeft",
    "TurntableGreenRight",
    "TurntableRedRight",
    "TurntableBlueRight",
    "TurntableMinus",
    "TurntablePlus",
    "TurntableHome",
    "TurntableEuphoria",
    "TurntableLeftTLeft",
    "TurntableLeftTRight",
    "TurntableRightTLeft",
    "TurntableRightTRight",
    "TurntableUp",
    "TurntableDown",
    "TurntableLeft",
    "TurntableRight",
    "TurntableEffDial",
    "TurntableCrossLeft",
    "TurntableCrossRight",
    // Rumble
    "Rumble",
}};

constexpr std::array<ButtonType, 143> configTypes{{
    // GC
    BUTTON_A,
    BUTTON_B,
    BUTTON_START,
    BUTTON_X,
    BUTTON_Y,
    BUTTON_Z,
    BUTTON_UP,
    BUTTON_DOWN,
    BUTTON_LEFT,
    BUTTON_RIGHT,
    STICK_MAIN_UP,
    STICK_MAIN_DOWN,
    STICK_MAIN_LEFT,
    STICK_MAIN_RIGHT,
    STICK_C_UP,
    STICK_C_DOWN,
    STICK_C_LEFT,
    STICK_C_RIGHT,
    TRIGGER_L,
    TRIGGER_R,
    // Wiimote
    WIIMOTE_BUTTON_A,
    WIIMOTE_BUTTON_B,
    WIIMOTE_BUTTON_MINUS,
    WIIMOTE_BUTTON_PLUS,
    WIIMOTE_BUTTON_HOME,
    WIIMOTE_BUTTON_1,
    WIIMOTE_BUTTON_2,
    WIIMOTE_UP,
    WIIMOTE_DOWN,
    WIIMOTE_LEFT,
    WIIMOTE_RIGHT,
    WIIMOTE_IR_UP,
    WIIMOTE_IR_DOWN,
    WIIMOTE_IR_LEFT,
    WIIMOTE_IR_RIGHT,
    WIIMOTE_IR_FORWARD,
    WIIMOTE_IR_BACKWARD,
    WIIMOTE_IR_HIDE,
    WIIMOTE_SWING_UP,
    WIIMOTE_SWING_DOWN,
    WIIMOTE_SWING_LEFT,
    WIIMOTE_SWING_RIGHT,
    WIIMOTE_SWING_FORWARD,
    WIIMOTE_SWING_BACKWARD,
    WIIMOTE_TILT_FORWARD,
    WIIMOTE_TILT_BACKWARD,
    WIIMOTE_TILT_LEFT,
    WIIMOTE_TILT_RIGHT,
    WIIMOTE_TILT_MODIFIER,
    WIIMOTE_SHAKE_X,
    WIIMOTE_SHAKE_Y,
    WIIMOTE_SHAKE_Z,
    // Nunchuk
    NUNCHUK_BUTTON_C,
    NUNCHUK_BUTTON_Z,
    NUNCHUK_STICK_UP,
    NUNCHUK_STICK_DOWN,
    NUNCHUK_STICK_LEFT,
    NUNCHUK_STICK_RIGHT,
    NUNCHUK_SWING_UP,
    NUNCHUK_SWING_DOWN,
    NUNCHUK_SWING_LEFT,
    NUNCHUK_SWING_RIGHT,
    NUNCHUK_SWING_FORWARD,
    NUNCHUK_SWING_BACKWARD,
    NUNCHUK_TILT_FORWARD,
    NUNCHUK_TILT_BACKWARD,
    NUNCHUK_TILT_LEFT,
    NUNCHUK_TILT_RIGHT,
    NUNCHUK_TILT_MODIFIER,
    NUNCHUK_SHAKE_X,
    NUNCHUK_SHAKE_Y,
    NUNCHUK_SHAKE_Z,
    // Classic
    CLASSIC_BUTTON_A,
    CLASSIC_BUTTON_B,
    CLASSIC_BUTTON_X,
    CLASSIC_BUTTON_Y,
    CLASSIC_BUTTON_MINUS,
    CLASSIC_BUTTON_PLUS,
    CLASSIC_BUTTON_HOME,
    CLASSIC_BUTTON_ZL,
    CLASSIC_BUTTON_ZR,
    CLASSIC_DPAD_UP,
    CLASSIC_DPAD_DOWN,
    CLASSIC_DPAD_LEFT,
    CLASSIC_DPAD_RIGHT,
    CLASSIC_STICK_LEFT_UP,
    CLASSIC_STICK_LEFT_DOWN,
    CLASSIC_STICK_LEFT_LEFT,
    CLASSIC_STICK_LEFT_RIGHT,
    CLASSIC_STICK_RIGHT_UP,
    CLASSIC_STICK_RIGHT_DOWN,
    CLASSIC_STICK_RIGHT_LEFT,
    CLASSIC_STICK_RIGHT_RIGHT,
    CLASSIC_TRIGGER_L,
    CLASSIC_TRIGGER_R,
    // Guitar
    GUITAR_BUTTON_MINUS,
    GUITAR_BUTTON_PLUS,
    GUITAR_FRET_GREEN,
    GUITAR_FRET_RED,
    GUITAR_FRET_YELLOW,
    GUITAR_FRET_BLUE,
    GUITAR_FRET_ORANGE,
    GUITAR_STRUM_UP,
    GUITAR_STRUM_DOWN,
    GUITAR_STICK_UP,
    GUITAR_STICK_DOWN,
    GUITAR_STICK_LEFT,
    GUITAR_STICK_RIGHT,
    GUITAR_WHAMMY_BAR,
    // Drums
    DRUMS_BUTTON_MINUS,
    DRUMS_BUTTON_PLUS,
    DRUMS_PAD_RED,
    DRUMS_PAD_YELLOW,
    DRUMS_PAD_BLUE,
    DRUMS_PAD_GREEN,
    DRUMS_PAD_ORANGE,
    DRUMS_PAD_BASS,
    DRUMS_STICK_UP,
    DRUMS_STICK_DOWN,
    DRUMS_STICK_LEFT,
    DRUMS_STICK_RIGHT,
    // Turntable
    TURNTABLE_BUTTON_GREEN_LEFT,
    TURNTABLE_BUTTON_RED_LEFT,
    TURNTABLE_BUTTON_BLUE_LEFT,
    TURNTABLE_BUTTON_GREEN_RIGHT,
    TURNTABLE_BUTTON_RED_RIGHT,
    TURNTABLE_BUTTON_BLUE_RIGHT,
    TURNTABLE_BUTTON_MINUS,
    TURNTABLE_BUTTON_PLUS,
    TURNTABLE_BUTTON_HOME,
    TURNTABLE_BUTTON_EUPHORIA,
    TURNTABLE_TABLE_LEFT_LEFT,
    TURNTABLE_TABLE_LEFT_RIGHT,
    TURNTABLE_TABLE_RIGHT_LEFT,
    TURNTABLE_TABLE_RIGHT_RIGHT,
    TURNTABLE_STICK_UP,
    TURNTABLE_STICK_DOWN,
    TURNTABLE_STICK_LEFT,
    TURNTABLE_STICK_RIGHT,
    TURNTABLE_EFFECT_DIAL,
    TURNTABLE_CROSSFADE_LEFT,
    TURNTABLE_CROSSFADE_RIGHT,
    // Rumble
    RUMBLE,
}};

std::unordered_map<std::string, InputDevice*> m_controllers;

void AddBind(const std::string& dev, sBind* bind)
{
  auto it = m_controllers.find(dev);
  if (it != m_controllers.end())
  {
    it->second->AddBind(bind);
    return;
  }
  m_controllers[dev] = new InputDevice(dev);
  m_controllers[dev]->AddBind(bind);
}
}  // Anonymous namespace

void Init(const std::string& gameId)
{
  // Initialize pad 0(gc 1) and pad 4(wii 1) as touch overlay controller
  for (int a = 0; a < 5; a += 4)
  {
    // GC
    AddBind(touchScreenKey, new sBind(a, BUTTON_A, BIND_BUTTON, BUTTON_A, 1.0f));
    AddBind(touchScreenKey, new sBind(a, BUTTON_B, BIND_BUTTON, BUTTON_B, 1.0f));
    AddBind(touchScreenKey, new sBind(a, BUTTON_START, BIND_BUTTON, BUTTON_START, 1.0f));
    AddBind(touchScreenKey, new sBind(a, BUTTON_X, BIND_BUTTON, BUTTON_X, 1.0f));
    AddBind(touchScreenKey, new sBind(a, BUTTON_Y, BIND_BUTTON, BUTTON_Y, 1.0f));
    AddBind(touchScreenKey, new sBind(a, BUTTON_Z, BIND_BUTTON, BUTTON_Z, 1.0f));
    AddBind(touchScreenKey, new sBind(a, BUTTON_UP, BIND_BUTTON, BUTTON_UP, 1.0f));
    AddBind(touchScreenKey, new sBind(a, BUTTON_DOWN, BIND_BUTTON, BUTTON_DOWN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, BUTTON_LEFT, BIND_BUTTON, BUTTON_LEFT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, BUTTON_RIGHT, BIND_BUTTON, BUTTON_RIGHT, 1.0f));

    AddBind(touchScreenKey, new sBind(a, STICK_MAIN_UP, BIND_AXIS, STICK_MAIN_UP, -1.0f));
    AddBind(touchScreenKey, new sBind(a, STICK_MAIN_DOWN, BIND_AXIS, STICK_MAIN_DOWN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, STICK_MAIN_LEFT, BIND_AXIS, STICK_MAIN_LEFT, -1.0f));
    AddBind(touchScreenKey, new sBind(a, STICK_MAIN_RIGHT, BIND_AXIS, STICK_MAIN_RIGHT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, STICK_C_UP, BIND_AXIS, STICK_C_UP, -1.0f));
    AddBind(touchScreenKey, new sBind(a, STICK_C_DOWN, BIND_AXIS, STICK_C_DOWN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, STICK_C_LEFT, BIND_AXIS, STICK_C_LEFT, -1.0f));
    AddBind(touchScreenKey, new sBind(a, STICK_C_RIGHT, BIND_AXIS, STICK_C_RIGHT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, TRIGGER_L, BIND_AXIS, TRIGGER_L, 1.0f));
    AddBind(touchScreenKey, new sBind(a, TRIGGER_R, BIND_AXIS, TRIGGER_R, 1.0f));

    // Wiimote
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_BUTTON_A, BIND_BUTTON, WIIMOTE_BUTTON_A, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_BUTTON_B, BIND_BUTTON, WIIMOTE_BUTTON_B, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, WIIMOTE_BUTTON_MINUS, BIND_BUTTON, WIIMOTE_BUTTON_MINUS, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, WIIMOTE_BUTTON_PLUS, BIND_BUTTON, WIIMOTE_BUTTON_PLUS, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, WIIMOTE_BUTTON_HOME, BIND_BUTTON, WIIMOTE_BUTTON_HOME, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_BUTTON_1, BIND_BUTTON, WIIMOTE_BUTTON_1, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_BUTTON_2, BIND_BUTTON, WIIMOTE_BUTTON_2, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_UP, BIND_BUTTON, WIIMOTE_UP, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_DOWN, BIND_BUTTON, WIIMOTE_DOWN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_LEFT, BIND_BUTTON, WIIMOTE_LEFT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_RIGHT, BIND_BUTTON, WIIMOTE_RIGHT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_IR_HIDE, BIND_BUTTON, WIIMOTE_IR_HIDE, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, WIIMOTE_TILT_MODIFIER, BIND_BUTTON, WIIMOTE_TILT_MODIFIER, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_SHAKE_X, BIND_BUTTON, WIIMOTE_SHAKE_X, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_SHAKE_Y, BIND_BUTTON, WIIMOTE_SHAKE_Y, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_SHAKE_Z, BIND_BUTTON, WIIMOTE_SHAKE_Z, 1.0f));

    AddBind(touchScreenKey, new sBind(a, WIIMOTE_IR_UP, BIND_AXIS, WIIMOTE_IR_UP, -1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_IR_DOWN, BIND_AXIS, WIIMOTE_IR_DOWN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_IR_LEFT, BIND_AXIS, WIIMOTE_IR_LEFT, -1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_IR_RIGHT, BIND_AXIS, WIIMOTE_IR_RIGHT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_IR_FORWARD, BIND_AXIS, WIIMOTE_IR_FORWARD, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, WIIMOTE_IR_BACKWARD, BIND_AXIS, WIIMOTE_IR_BACKWARD, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_SWING_UP, BIND_AXIS, WIIMOTE_SWING_UP, -1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_SWING_DOWN, BIND_AXIS, WIIMOTE_SWING_DOWN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_SWING_LEFT, BIND_AXIS, WIIMOTE_SWING_LEFT, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, WIIMOTE_SWING_RIGHT, BIND_AXIS, WIIMOTE_SWING_RIGHT, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, WIIMOTE_SWING_FORWARD, BIND_AXIS, WIIMOTE_SWING_FORWARD, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, WIIMOTE_SWING_BACKWARD, BIND_AXIS, WIIMOTE_SWING_BACKWARD, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, WIIMOTE_TILT_FORWARD, BIND_AXIS, WIIMOTE_TILT_FORWARD, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, WIIMOTE_TILT_BACKWARD, BIND_AXIS, WIIMOTE_TILT_BACKWARD, 1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_TILT_LEFT, BIND_AXIS, WIIMOTE_TILT_LEFT, -1.0f));
    AddBind(touchScreenKey, new sBind(a, WIIMOTE_TILT_RIGHT, BIND_AXIS, WIIMOTE_TILT_RIGHT, 1.0f));

    // Wii: Nunchuk
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_BUTTON_C, BIND_BUTTON, NUNCHUK_BUTTON_C, 1.0f));
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_BUTTON_Z, BIND_BUTTON, NUNCHUK_BUTTON_Z, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, NUNCHUK_TILT_MODIFIER, BIND_BUTTON, NUNCHUK_TILT_MODIFIER, 1.0f));
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_SHAKE_X, BIND_BUTTON, NUNCHUK_SHAKE_X, 1.0f));
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_SHAKE_Y, BIND_BUTTON, NUNCHUK_SHAKE_Y, 1.0f));
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_SHAKE_Z, BIND_BUTTON, NUNCHUK_SHAKE_Z, 1.0f));

    AddBind(touchScreenKey, new sBind(a, NUNCHUK_SWING_UP, BIND_AXIS, NUNCHUK_SWING_UP, -1.0f));
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_SWING_DOWN, BIND_AXIS, NUNCHUK_SWING_DOWN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_SWING_LEFT, BIND_AXIS, NUNCHUK_SWING_LEFT, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, NUNCHUK_SWING_RIGHT, BIND_AXIS, NUNCHUK_SWING_RIGHT, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, NUNCHUK_SWING_FORWARD, BIND_AXIS, NUNCHUK_SWING_FORWARD, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, NUNCHUK_SWING_BACKWARD, BIND_BUTTON, NUNCHUK_SWING_BACKWARD, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, NUNCHUK_TILT_FORWARD, BIND_AXIS, NUNCHUK_TILT_FORWARD, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, NUNCHUK_TILT_BACKWARD, BIND_AXIS, NUNCHUK_TILT_BACKWARD, 1.0f));
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_TILT_LEFT, BIND_AXIS, NUNCHUK_TILT_LEFT, -1.0f));
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_TILT_RIGHT, BIND_AXIS, NUNCHUK_TILT_RIGHT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_STICK_UP, BIND_AXIS, NUNCHUK_STICK_UP, -1.0f));
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_STICK_DOWN, BIND_AXIS, NUNCHUK_STICK_DOWN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, NUNCHUK_STICK_LEFT, BIND_AXIS, NUNCHUK_STICK_LEFT, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, NUNCHUK_STICK_RIGHT, BIND_AXIS, NUNCHUK_STICK_RIGHT, 1.0f));

    // Wii: Classic
    AddBind(touchScreenKey, new sBind(a, CLASSIC_BUTTON_A, BIND_BUTTON, CLASSIC_BUTTON_A, 1.0f));
    AddBind(touchScreenKey, new sBind(a, CLASSIC_BUTTON_B, BIND_BUTTON, CLASSIC_BUTTON_B, 1.0f));
    AddBind(touchScreenKey, new sBind(a, CLASSIC_BUTTON_X, BIND_BUTTON, CLASSIC_BUTTON_X, 1.0f));
    AddBind(touchScreenKey, new sBind(a, CLASSIC_BUTTON_Y, BIND_BUTTON, CLASSIC_BUTTON_Y, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_BUTTON_MINUS, BIND_BUTTON, CLASSIC_BUTTON_MINUS, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_BUTTON_PLUS, BIND_BUTTON, CLASSIC_BUTTON_PLUS, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_BUTTON_HOME, BIND_BUTTON, CLASSIC_BUTTON_HOME, 1.0f));
    AddBind(touchScreenKey, new sBind(a, CLASSIC_BUTTON_ZL, BIND_BUTTON, CLASSIC_BUTTON_ZL, 1.0f));
    AddBind(touchScreenKey, new sBind(a, CLASSIC_BUTTON_ZR, BIND_BUTTON, CLASSIC_BUTTON_ZR, 1.0f));
    AddBind(touchScreenKey, new sBind(a, CLASSIC_DPAD_UP, BIND_BUTTON, CLASSIC_DPAD_UP, 1.0f));
    AddBind(touchScreenKey, new sBind(a, CLASSIC_DPAD_DOWN, BIND_BUTTON, CLASSIC_DPAD_DOWN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, CLASSIC_DPAD_LEFT, BIND_BUTTON, CLASSIC_DPAD_LEFT, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_DPAD_RIGHT, BIND_BUTTON, CLASSIC_DPAD_RIGHT, 1.0f));

    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_STICK_LEFT_UP, BIND_AXIS, CLASSIC_STICK_LEFT_UP, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_STICK_LEFT_DOWN, BIND_AXIS, CLASSIC_STICK_LEFT_DOWN, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_STICK_LEFT_LEFT, BIND_AXIS, CLASSIC_STICK_LEFT_LEFT, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_STICK_LEFT_RIGHT, BIND_AXIS, CLASSIC_STICK_LEFT_RIGHT, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_STICK_RIGHT_UP, BIND_AXIS, CLASSIC_STICK_RIGHT_UP, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_STICK_RIGHT_DOWN, BIND_AXIS, CLASSIC_STICK_RIGHT_DOWN, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_STICK_RIGHT_LEFT, BIND_AXIS, CLASSIC_STICK_RIGHT_LEFT, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, CLASSIC_STICK_RIGHT_RIGHT, BIND_AXIS, CLASSIC_STICK_RIGHT_RIGHT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, CLASSIC_TRIGGER_L, BIND_AXIS, CLASSIC_TRIGGER_L, 1.0f));
    AddBind(touchScreenKey, new sBind(a, CLASSIC_TRIGGER_R, BIND_AXIS, CLASSIC_TRIGGER_R, 1.0f));

    // Wii: Guitar
    AddBind(touchScreenKey,
            new sBind(a, GUITAR_BUTTON_MINUS, BIND_BUTTON, GUITAR_BUTTON_MINUS, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, GUITAR_BUTTON_PLUS, BIND_BUTTON, GUITAR_BUTTON_PLUS, 1.0f));
    AddBind(touchScreenKey, new sBind(a, GUITAR_FRET_GREEN, BIND_BUTTON, GUITAR_FRET_GREEN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, GUITAR_FRET_RED, BIND_BUTTON, GUITAR_FRET_RED, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, GUITAR_FRET_YELLOW, BIND_BUTTON, GUITAR_FRET_YELLOW, 1.0f));
    AddBind(touchScreenKey, new sBind(a, GUITAR_FRET_BLUE, BIND_BUTTON, GUITAR_FRET_BLUE, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, GUITAR_FRET_ORANGE, BIND_BUTTON, GUITAR_FRET_ORANGE, 1.0f));
    AddBind(touchScreenKey, new sBind(a, GUITAR_STRUM_UP, BIND_BUTTON, GUITAR_STRUM_UP, 1.0f));
    AddBind(touchScreenKey, new sBind(a, GUITAR_STRUM_DOWN, BIND_BUTTON, GUITAR_STRUM_DOWN, 1.0f));

    AddBind(touchScreenKey, new sBind(a, GUITAR_STICK_UP, BIND_AXIS, GUITAR_STICK_UP, -1.0f));
    AddBind(touchScreenKey, new sBind(a, GUITAR_STICK_DOWN, BIND_AXIS, GUITAR_STICK_DOWN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, GUITAR_STICK_LEFT, BIND_AXIS, GUITAR_STICK_LEFT, -1.0f));
    AddBind(touchScreenKey, new sBind(a, GUITAR_STICK_RIGHT, BIND_AXIS, GUITAR_STICK_RIGHT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, GUITAR_WHAMMY_BAR, BIND_AXIS, GUITAR_WHAMMY_BAR, 1.0f));

    // Wii: Drums
    AddBind(touchScreenKey,
            new sBind(a, DRUMS_BUTTON_MINUS, BIND_BUTTON, DRUMS_BUTTON_MINUS, 1.0f));
    AddBind(touchScreenKey, new sBind(a, DRUMS_BUTTON_PLUS, BIND_BUTTON, DRUMS_BUTTON_PLUS, 1.0f));
    AddBind(touchScreenKey, new sBind(a, DRUMS_PAD_RED, BIND_BUTTON, DRUMS_PAD_RED, 1.0f));
    AddBind(touchScreenKey, new sBind(a, DRUMS_PAD_YELLOW, BIND_BUTTON, DRUMS_PAD_YELLOW, 1.0f));
    AddBind(touchScreenKey, new sBind(a, DRUMS_PAD_BLUE, BIND_BUTTON, DRUMS_PAD_BLUE, 1.0f));
    AddBind(touchScreenKey, new sBind(a, DRUMS_PAD_GREEN, BIND_BUTTON, DRUMS_PAD_GREEN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, DRUMS_PAD_ORANGE, BIND_BUTTON, DRUMS_PAD_ORANGE, 1.0f));
    AddBind(touchScreenKey, new sBind(a, DRUMS_PAD_BASS, BIND_BUTTON, DRUMS_PAD_BASS, 1.0f));

    AddBind(touchScreenKey, new sBind(a, DRUMS_STICK_UP, BIND_AXIS, DRUMS_STICK_UP, -1.0f));
    AddBind(touchScreenKey, new sBind(a, DRUMS_STICK_DOWN, BIND_AXIS, DRUMS_STICK_DOWN, 1.0f));
    AddBind(touchScreenKey, new sBind(a, DRUMS_STICK_LEFT, BIND_AXIS, DRUMS_STICK_LEFT, -1.0f));
    AddBind(touchScreenKey, new sBind(a, DRUMS_STICK_RIGHT, BIND_AXIS, DRUMS_STICK_RIGHT, 1.0f));

    // Wii: Turntable
    AddBind(touchScreenKey, new sBind(a, TURNTABLE_BUTTON_GREEN_LEFT, BIND_BUTTON,
                                      TURNTABLE_BUTTON_GREEN_LEFT, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_BUTTON_RED_LEFT, BIND_BUTTON, TURNTABLE_BUTTON_RED_LEFT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, TURNTABLE_BUTTON_BLUE_LEFT, BIND_BUTTON,
                                      TURNTABLE_BUTTON_BLUE_LEFT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, TURNTABLE_BUTTON_GREEN_RIGHT, BIND_BUTTON,
                                      TURNTABLE_BUTTON_GREEN_RIGHT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, TURNTABLE_BUTTON_RED_RIGHT, BIND_BUTTON,
                                      TURNTABLE_BUTTON_RED_RIGHT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, TURNTABLE_BUTTON_BLUE_RIGHT, BIND_BUTTON,
                                      TURNTABLE_BUTTON_BLUE_RIGHT, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_BUTTON_MINUS, BIND_BUTTON, TURNTABLE_BUTTON_MINUS, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_BUTTON_PLUS, BIND_BUTTON, TURNTABLE_BUTTON_PLUS, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_BUTTON_HOME, BIND_BUTTON, TURNTABLE_BUTTON_HOME, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_BUTTON_EUPHORIA, BIND_BUTTON, TURNTABLE_BUTTON_EUPHORIA, 1.0f));

    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_TABLE_LEFT_LEFT, BIND_AXIS, TURNTABLE_TABLE_LEFT_LEFT, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_TABLE_LEFT_RIGHT, BIND_AXIS, TURNTABLE_TABLE_LEFT_RIGHT, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_TABLE_RIGHT_LEFT, BIND_AXIS, TURNTABLE_TABLE_RIGHT_LEFT, -1.0f));
    AddBind(touchScreenKey, new sBind(a, TURNTABLE_TABLE_RIGHT_RIGHT, BIND_AXIS,
                                      TURNTABLE_TABLE_RIGHT_RIGHT, 1.0f));
    AddBind(touchScreenKey, new sBind(a, TURNTABLE_STICK_UP, BIND_AXIS, TURNTABLE_STICK_UP, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_STICK_DOWN, BIND_AXIS, TURNTABLE_STICK_DOWN, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_STICK_LEFT, BIND_AXIS, TURNTABLE_STICK_LEFT, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_STICK_RIGHT, BIND_AXIS, TURNTABLE_STICK_RIGHT, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_EFFECT_DIAL, BIND_AXIS, TURNTABLE_EFFECT_DIAL, 1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_CROSSFADE_LEFT, BIND_AXIS, TURNTABLE_CROSSFADE_LEFT, -1.0f));
    AddBind(touchScreenKey,
            new sBind(a, TURNTABLE_CROSSFADE_RIGHT, BIND_AXIS, TURNTABLE_CROSSFADE_RIGHT, 1.0f));
  }
  // Init our controller bindings
  IniFile ini;
  ini.Load(File::GetUserPath(D_CONFIG_IDX) + std::string("Dolphin.ini"), true);
  ini.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + std::string(gameId + ".ini"), true);
  for (u32 a = 0; a < configStrings.size(); ++a)
  {
    for (int padID = 0; padID < 8; ++padID)
    {
      std::ostringstream config;
      config << configStrings[a] << "_" << padID;
      BindType type;
      int bindnum;
      char dev[128];
      bool hasbind = false;
      char modifier = '+';
      std::string value;
      ini.GetOrCreateSection("Android")->Get(config.str(), &value, "None");
      if (value == "None")
        continue;
      if (std::string::npos != value.find("Axis"))
      {
        hasbind = true;
        type = BIND_AXIS;
        sscanf(value.c_str(), "Device '%127[^\']'-Axis %d%c", dev, &bindnum, &modifier);
      }
      else if (std::string::npos != value.find("Button"))
      {
        hasbind = true;
        type = BIND_BUTTON;
        sscanf(value.c_str(), "Device '%127[^\']'-Button %d", dev, &bindnum);
      }
      if (hasbind)
        AddBind(std::string(dev),
                new sBind(padID, configTypes[a], type, bindnum, modifier == '-' ? -1.0f : 1.0f));
    }
  }
}

bool GetButtonPressed(int padID, ButtonType button)
{
  bool pressed = m_controllers[touchScreenKey]->ButtonValue(padID, button);

  for (const auto& ctrl : m_controllers)
    pressed |= ctrl.second->ButtonValue(padID, button);

  return pressed;
}

float GetAxisValue(int padID, ButtonType axis)
{
  float value = m_controllers[touchScreenKey]->AxisValue(padID, axis);
  if (value == 0.0f)
  {
    for (const auto& ctrl : m_controllers)
    {
      value = ctrl.second->AxisValue(padID, axis);
      if (value != 0.0f)
        return value;
    }
  }
  return value;
}

bool GamepadEvent(const std::string& dev, int button, int action)
{
  auto it = m_controllers.find(dev);
  if (it != m_controllers.end())
    return it->second->PressEvent(button, action);
  return false;
}

void GamepadAxisEvent(const std::string& dev, int axis, float value)
{
  auto it = m_controllers.find(dev);
  if (it != m_controllers.end())
    it->second->AxisEvent(axis, value);
}

void Shutdown()
{
  for (const auto& controller : m_controllers)
    delete controller.second;
  m_controllers.clear();
}

// InputDevice
bool InputDevice::PressEvent(int button, int action)
{
  bool handled = false;
  for (const auto& binding : _inputbinds)
  {
    if (binding.second->_bind == button)
    {
      if (binding.second->_bindtype == BIND_BUTTON)
        _buttons[binding.second->_buttontype] = action == BUTTON_PRESSED ? true : false;
      else
        _axises[binding.second->_buttontype] = action == BUTTON_PRESSED ? 1.0f : 0.0f;
      handled = true;
    }
  }
  return handled;
}

void InputDevice::AxisEvent(int axis, float value)
{
  for (const auto& binding : _inputbinds)
  {
    if (binding.second->_bind == axis)
    {
      if (binding.second->_bindtype == BIND_AXIS)
        _axises[binding.second->_buttontype] = value;
      else
        _buttons[binding.second->_buttontype] = value > 0.5f ? true : false;
    }
  }
}

bool InputDevice::ButtonValue(int padID, ButtonType button)
{
  const auto& binding = _inputbinds.find(std::make_pair(padID, button));
  if (binding == _inputbinds.end())
    return false;

  if (binding->second->_bindtype == BIND_BUTTON)
    return _buttons[binding->second->_buttontype];
  else
    return (_axises[binding->second->_buttontype] * binding->second->_neg) > 0.5f;
}

float InputDevice::AxisValue(int padID, ButtonType axis)
{
  const auto& binding = _inputbinds.find(std::make_pair(padID, axis));
  if (binding == _inputbinds.end())
    return 0.0f;

  if (binding->second->_bindtype == BIND_AXIS)
    return _axises[binding->second->_buttontype] * binding->second->_neg;
  else
    return _buttons[binding->second->_buttontype] == BUTTON_PRESSED ? 1.0f : 0.0f;
}
}  // namespace ButtonManager
